If I had not looked around for answers on player shipyards yesterday, I would have probably tried to start my own (mini-)mod for ship production. I spent god knows how many hours flying around the shipyards, looking for a data leak to get the module blueprint until I checked the forums and read it's not in the game yet. I second the "need" for player shipyards, especially in the current economy. I struggle to make the money to buy a ship, while all my station's cargo modules are full. Why produce ship components when you can't sell them, because there are no buyers, but you can't order a ship due to lack of funds (which you could make back by supplying the shipyards you ordered the ship at).
In general, I find s/m ships are FAR too cheap to build (in vanilla), seems the whole building mechanics are not very well balanced yet.
I still need to fix a couple of things and package the mod but it should be out fairly soon.
This was a huge pain in the ass that required me to rewrite some chunks of the ship configuration UI.
Is there a separate module one can add to stations for "equipment/upgrade/repair" docks to stations (like the one you start out on in Black Hole Sun), if one wants to give that functionality to forward outpost, without making them able to build ships? Or is that already somewhere in the game? (need to assign a crew member to a dock or something?)
Oh nice!!!
Was curious about the build module tag in the build plan…but man I can't wait to build my fleet and rape the universe!
Thank you for the hard work
Hmm, I looked at that other thread, and about this part...
carmaster wrote: ↑Tue, 4. Dec 18, 23:58
The problem with my player shipyards is the parameter "const char* licenceownerid" since the player does not have licenses. This causes the engine to spazz out and return random garbage from GetContainerBuilderMacros.
...can't you just define the licenses?
License definitions are in "libraries/factions.xml".
I already solved that, I'm literally playing with my own shipyards right now.
But it requires a lot of UI modifications that I cannot ship as an extension until they fix the _G being nil bug.
Also, the licenses are NOT defined in factions.xml, that's just fluff (names, descriptions, etc) for each faction. Licenses are hardcoded and the player does not have any.
I solved the problem by reimplementing all the logic the game uses to select what can you build where.
carmaster wrote: ↑Tue, 11. Dec 18, 12:49
Mod released, check the OP.
Woo! Time to bullrush the HQ missions again XD (Restarted with beta 1.32 as it fixed the NPC shipyards >.> )
By happenstance, was whatever they fixed with that also what allowed this mod to reach a stage you were happy to release? Or were they two separate occurrences?
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"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
They still haven't fixed the bug, I am just overwriting the Lua file from the base game by using subst cats/dats instead of doing it properly, which is nasty but I guess it will do for the moment.